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Appalling Deviantart policy

Journal Entry: Tue Feb 20, 2018, 7:14 AM
EDIT: I'm updating this because after almost 4,000 negative comments on the original journal, numerous journal shares and social media comments, Deviantart is going to lift the Geoban on Syria. Mythiril's statement: comments.deviantart.com/1/7310…  and DA's statement: comments.deviantart.com/1/7310…

My original journal still remains below.

End edit------------------------------


Deviantart says "We are the movement for the liberation of creative expression." A few days ago, Deviantart blocked all the artists, and indeed the entire country of Syria. Deviantart says "Artists love us because we are an inclusive and supportive community." Deviantart has now blocked all the Iranian artists, and their entire country. They are also (possibly) blocking all the posts about this situation on the DA site by tagging all those posts with a 'mature content' tag so casual visitors, or people that don't have an account here cannot see them. I am ashamed to be here and am considering closing my account, or at the very least, dropping my premium membership so I don't contribute to their revenu. 

The hypocrisy of deviantArtEdit #5
Well, I'll be damned
Staff reply here: comments.deviantart.com/1/7310…
And we WON! We did it!
and my comment here: https://comments.deviantart.com/1/731065159/4555022355 stating why this is still up
________________________________
Edit #4: Iran is geobanned too see here Imagine!
Bravo deviantart, bravo, I applaud you
:clap:
Please share this, every bit of support counts. I am probably getting my account perma banned after this journal, but I am voicing this discrimination and I want as many people to see it as possible. 
I know people will have various opinions about this. Voice them as you please, but politics shouldn't meddle with art. This isn't fair. This isn't right. You can't deny me service because some politician says so.
Edit: feb 17th: There's a change.org petition now too
   Imagine! by everlastingdead  

  • Listening to: Fan making clicking noise
  • Reading: Legions of Orion
  • Watching: Still watching Voyager
  • Playing: Minecraft
  • Eating: Nacho Cheese Bugles
  • Drinking: Diet Coke

GOTG VOL 2 gets Shot at an Oscar

Journal Entry: Tue Jan 23, 2018, 8:19 AM
This wouldn't normally be anything to mention here. But having worked as a concept artist on "Guardians of the Galaxy vol 2", I am of course quite interested to see if Guardians 2 can snag an Oscar for visual effects. I am always quick to say that few - if any - of the 300 + concept images I sent to Marvel were used in their raw form in the film. However, a good majority of the eye candy on the planet Ego was based on, inspired or influenced by the images I submitted. Particularly the palace design, bedroom area and most of the subterranean scenes.

Other concept artists such as Sam Michlap and Craig Sellars (and many others) were able to take the raw work I sent and create incredible scenes and structures that went far beyond what I could ever have accomplished. Visual effects supervisor Christopher Townsend and the VFX companies brought it all to life.

Unfortunately, Hollywood has not been all that supportive of 'superhero' movies in the past (as far as Oscars go), even though in general they bring in some of the highest ever box office revenu. Anyway, it would be sweet to see something I had a bit of influence on receive an Oscar. Just no words... :)

Visit this link for the complete 2018 Oscar nomination list: www.cnn.com/2018/01/23/enterta…

  • Listening to: Fan making clicking noise
  • Reading: Legions of Orion
  • Watching: Still watching Voyager
  • Playing: Minecraft
  • Eating: Nacho Cheese Bugles
  • Drinking: Diet Coke

Interview in Digital Art Live

Journal Entry: Tue Aug 22, 2017, 6:40 PM
I was interviewed a few weeks ago for the August issue of Digital Art Live online magazine. If you would like to read it, I finally got a link to work, I hope. I couldn't link to it directly, so you'll have to click the link on my FB page if you want a look~ www.facebook.com/HalTenny/post…
 
I didn't realize until it came out today that one of my images would be on the cover, "Fantasy Tree Cottage".

Fantasy Tree Cottage by HalTenny

Below is what the issue cover looks like!

Unnamed (1) by HalTenny

  • Listening to: Fan making clicking noise
  • Reading: Legions of Orion
  • Watching: Still watching Voyager
  • Playing: Minecraft
  • Eating: Nacho Cheese Bugles
  • Drinking: Diet Coke

Mandelbulb 3D ~ Sphereheightmap

Journal Entry: Mon May 8, 2017, 6:14 AM
This is kind of a continuation of my previous journal about the flat plane type of heightmap. So this will cover the sphereheightmap. I'm going to start off with the same image we ended with previously. It already has the brick floor made with the standard HeightMapIFS formula in position 1. Those parameters are at the end of this tutorial. Let's have at it!

As I mentioned before, I prefer to place heightmaps, sphere heightmaps and dIFspheres in the first formula slot, because in my work I am much more apt to add extra escapetime formulas to the end of my formula string. Also as I said before, I usually leave an empty formula slot in position Fo.1. (Formula slot 1) so I am prepared to use a heightmap if I decide to at some later time in the creation process. Normally I never use more than one dIFS formula, so the one empty slot works well. But in this case, I have already filled Fo.1 with the HeightMapIFS that creates the brick floor. So there are two choices here. We can simply replace the HeightMapIFS (found in the first dIFS column) with the SphereHeightMap (found in the second dIFS column) and we would be ready to proceed. Or we can insert the SphereHeightMap before, or after the HeightMapIFS.

If you add the SphereHeightMap and use it with the HeightMapIFS, there are a few other things you have to do. Please load the first set of parameters included below. Hit the calculate 3d button and you will see the starting image with the brick floor. See below.

1 by HalTenny2 by HalTenny  3 by HalTenny

First you have to select the Amazing Surf formula in position Fo.2. Then right click on the Fo.2 tab. A popup appears. In the popup, select "Shift formulas 2 to 5 a position to the right." (#2 red box above) I think it should say "2 through 6" instead, but it doesn't matter. Doing this will shift formulas 2-6 to the right, and now formula slot Fo.2 will be empty, and you can put the SphereHeightMap there. You also have to change where the second part of the hybrid starts, so you have to change that # from 2 to 3. (# 1 red box) And lastly, you have to change the Max iterations for hybrid 1 from 1 to 2, because there are now 2 different dIFS formulas. (#4 red box) You may also want to change the DE combinate mode (#3 red box), and as a matter of fact, we are going to do that too. However, we aren't going to use the two heightmaps together in this tutorial. But I did want to show you how in case you want to do that in the future. So don't make any of the changes I just explained to you. Load the first set of parameters at the end of the tutorial, and simply replace the HeightMapIFS with the SphereHeightMap . Then change the DE combinate mode (red box #3 in first image) to Min nlin. Your formula window should match the second image above. And your fractal should look like the third image.

You can see that the brick heightmap is gone, but where the heck is the sphere from the SphereHeightMap formula? Well we have to find it, just like we had to find the HeightMapIFS  in the last tutorial. The problem is that you can't always find the sphere as easily as the HeightMapIFS. To make it easier, set your map number to zero in the SphereHeightMap Map nr field. Then zoom out and look for a plain sphere. See below.

5 by HalTenny  4 by HalTenny

Above you can see I changed the map number to zero in the SphereHeightMap formula, and I have zoomed out and found the sphere. Now if you can see the sphere, you can obviously move it fairly easily. You use the X, Y, and Z offset values to do that. But believe me, it takes some time to get it where you want it this way. And as a matter of fact, sometimes when you zoom out, you can't find the sphere at all. Luckily there is a much easier way to place the sphere where you want it. Undo your zoom so you are back at the original zoom position. (Just hit the back button in the main window and click calculate 3d.) See below.

6 by HalTenny  7 by HalTenny

This is fairly easy, so don't get overwhelmed. This is the easy way to place a SphereHeightMap where you want it in an image. I want the sphere somewhere near the center of the upper structure area. 1) Select the cutting tab (red box) in the main window. 2) Click the Get values from image button (green box). 3) Click on your main window image where you want to place the sphere (Yellow box). When you do that, a bunch of numbers appear (in the blue box) in the X,Y, Z fields that indicate the exact coordinates you clicked on. 4) Transfer the X,Y,Z coordinates that now show in the cutting box in the main window to the corresponding X,Y,Z offset fields in the formula window for the SphereHeightMap formula (red box, second image). 5) After you have completed steps 1-4, it is important to deselect the check boxes of the cutting coordinates (orange box) in the main window! You don't want to cut the image, you only wanted to find those coordinates. After you have deselected the check boxes, if you are impatient, you can click calculate 3d. But you will be disappointed. A blank image will appear. This is because the SphereHeightMap still needs to be scaled. Load the parameters into the navi window. Click Parameters button in navi window. Now you still have a blank image. See below.

8 by HalTenny  

Through my experience, to save time, select the big adjustments setting in the navi window. (red box in first image) Now make sure you have the SphereHeightMap selected in the navi window (blue box) and scroll down until you can see the scale setting (green box). Grab the slider and move it to the left slowly. Eventually, you will see the sphere appear, and you can scale it roughly to the size you want. How about that. Not too bad after all was it? Now comes the fun part. We're going to use a 'head' map for the SphereHeightMap. The head model we're going to use was provided by Dortus Gunst but it seems to no longer be available. You will find it at the end of the journal. Download the image and save it to your map folder. The map number is 8004.  If you already have a map with the same number, you'll have to change the map number (of the head image) to a number that is not yet used in your map folder. Then you will have to change the map number in the parameters to match the new head image map number. I'm using map # 8004, yours may differ... You can also use a different 'head' map if you wish. Or a cat, or monster thing, whatever you want. See image below.

9 by HalTenny  10 by HalTenny

So the reason you can't see the head shape yet is because the sphere is oriented to the origin front view like if the views were all reset. Our current view is rotated and off center etc. So we have to rotate the sphere with the sphere A,B,C rotation settings. Eventually, you will be rotating the head to your taste, but to save you time, just set the rotations A box to -90 degrees. It will look similar to the second image. In the second image you can see that the head is recessed instead of a normal profile. This can happen depending on how the height map was made. If the dark color is front and the light color is back, the head will be recessed. If the dark color is in the back and the light color forward, the head would be in profile as we want it. But we can fix that simply by adjusting the the horizontal scale setting. Just adjust the horizontal scale setting to a negative setting with the slider in the navi window. Set the adjustment setting (top right of navi window) to mid instead of big. See below.

11 by HalTenny  12 by HalTenny

I'll explain a few more things to you, but that's the basics of placing a SphereHeightMap in your scene. From here it is a matter of shaping the head a little with the X and Y scale settings. I like a thinner head as a rule. Make additional adjustments to the horizontal scale setting. Additional rotation settings with the sphere A,B,C rotation settings. And also additional position adjustments with the X,Y,Z offset fields. I'm going to turn the head sideways a little, make it narrower, then rotate and move it back into the structure some. You may find you have to switch back and forth between the different adjustments settings, min, fine, mid, and big. I do it all the time. In the second image, you can see the changes I made. I also zoomed in a bit. To me, this is the most important part of placing the head shape, so that it interacts in an interesting way with your fractal form. You will always just adjust the positions to your own taste. There is one more setting that you can play with too. It basically controls how much effect the fractal structure has on the head SphereHeightMap. In the image above on the right, I have the Ds. setting set to 1. See below. 

13 by HalTenny  14 by HalTenny

In the red box in the first image above is the Ds setting in the formula window. A higher setting will disturb the head or SphereHeightMap more than a lower setting. On the right side image above I have changed the Ds setting from 1 to 0.1, and you can see the disturbance of the fractal structure is less. Set that to your own taste.

That's it! I'm burned out now. I've done three journals in the past week, and I am done. I hope this helps somebody. These journals take 4 to 6 hours to write up, proofread half a dozen times, and get it all uploaded. Yes, I would like a little bread with my wine... :) Feel free to comment and fave.

Hal Tenny


Starting parameters:

Mandelbulb3Dv18{
g.....h....s/.../....2A....I6IiFvNaxz48y8chJv9xjmJA016jszzf8fBM5VYZ2.JWP92HXFCzj
................................q70JrfTjp.2........B./..................y.2...wD
...Uz6/...E0..../Q.1/...........g0...2E4.....E/rLUzBT5mD/QkoHc1E...w/xckpl1....k
z.EnAnYD12../2.QSP079m2hzS/PODsvaUxDuQzGsfajNz1..........AV0.....y1...sD...../..
.z1...sDYtwVaN6kVw9CuCVbsT8ryiwjGzcBBrijod01pkdEYvH0eS4g93L6zCxOZ83ZppjjpufZzLW6
ev9pk1Sy/3ZzyW93.kEZX3mDU.....IA....E.........sD.6....sD..G.....................
.............oAnAt1...sD....zw1...................................kKIi0Eb....k1.
.....Ksulz1.....6yzz.wzzz1.U..6.4/...Q2...EB....m....c3...UE....6/...w0.....SFL2
...U.W1KEyzlciszsU3YzTAe906.2c..zzSi..k.Tci/2Uyj6.Dbqxm4Iz1..........2k.8.kXWF1.
.sM93P58iz9.MmnWK2zwz0..........F6U0.wDjt/..zMwlGfEzzsVdHkZgHD.E.g3b33lfazH12klz
zjxh...hx7jJPS.k2W3QMZjR7.A.mRfyBU3lzK./I.kz8L7..smACOnu5.A8UbzcUmT0.1.wy5X0tNzD
/EU0.wzzz1....................................8cU0.E./2Ezz/cU08../2E.tzDU08c..2E
./IzT/8cU0.E./2EQs5cU08../2E./bTU08c..2E./2ly/8cU0.E./2EMw5cU08../2E.lqTU08c..2E
./2kz/8cU0.E./2E...cU08czz/cU08cyz1cU08cxz3cU08c................................
E6...A..V2E.....I....s.....GZZqNcFLHV/LG4B3.V/5......................6E./2E./2U/
4MU.02E...........SP./............................V2./.......E/E........I.Izzzzz
zzzHz........O3k........................................kz1...................zD
........kz1..........6.....3....6....2IPVdLOiR46HJbQa/..........................
.Q..4MU/.6...........MnAnAnAP.zDBnAnAnAn2zXAnAnAnA3wz......Ut91k......UCM.2.....
.km0.DnAnAnAnAwD................................................................
................................/....E/...k.....T7pPo34RZ/.RcNoPgF4.............
..........U/4M.........................g..2.......Uvz0......UA.E................
...4./........zD........E.oAnAnAnAnoz...........................................
............................................}
{Titel: haltenny-sphereheightmap-tut-start}


Ending parameters:

Mandelbulb3Dv18{
g.....h....s/.../....2A...UU5K7bGGDxzmHlgQq8bPyjIq4YiZCuzzPWpXQyf2b2.ZfY912v4Czj
................................8ASwM.MX3/2........B./.........E........y.2...wD
...Uz6/....0..../Q.1/...........63...2E4......NN3qoO56lD/QkoHc1E...w/xckpl1....k
z.EnAnQD12../2.QSP079m2hzS/PODsvaUxDuQzGsfajNz1..........AV0.....y1...sD...../..
.z1...sD9B5PlG5uFwfKUVvshVCnySIYT2rDEshj1pPV6v0QIvHt5Q/l5WN2z0/BfI/qrqijFcXPIuCL
Ov9osyprnJdvyibnsPYg84lDU.....YB....G.........sD.6....sD..G.../PQ7FD8..kS8iibVtR
G.YPgfkyOupwzqAnAt1...sDBnAnxw1...................................kKIi0Ec....k1.
.....Ksulz1.....6yzz.wzzz1.U..6.4/...Q2...EB....m....c3...UE....6/...w0.....SFL2
...U.W1KEyzlciszsU3YzTAe906.2c..zzSi..k.Tci/2Uyj6.Dbqxm4Iz1..........2k.8.kXWF1.
.sM93P58iz9.MmnWK2zwz0..........F6U0.wDjt/..zMwlGfEzzsVdHkZgHD.E.g3b33lfazH12klz
zjxh...hx7jJPS.k2W3QMZjR7.A.mRfyBU3lzK./I.kz8L7..smACOnu5.A8UbzcUmT0.1.wy5X0tNzD
/EU0.wzzz1....................................8cU0.E./2Ezz/cU08../2E.tzDU08c..2E
./IzT/8cU0.E./2EQs5cU08../2E./bTU08c..2E./2ly/8cU0.E./2EMw5cU08../2E.lqTU08c..2E
./2kz/8cU0.E./2E...cU08czz/cU08cyz1cU08cxz3cU08c................................
E6..2A..V2E.....I....w....kIkVKNmJ4GZZqNcFLHV/5......................6U./2E./2E.
GMU/46E./........Eoj./..........Ek4LGoX0..Q/73Wnyra2.JUVYG7Bs9zj........oz1.....
...wz.........zj.......E2/A......omK.1.................Uq.2........wz...........
........kz1..........6.....3....6....2IPVdLOiR46HJbQa/..........................
.Q..4MU/.6...........MnAnAnAP.zDBnAnAnAn2zXAnAnAnA3wz......Ut91k......UCM.2.....
.km0.DnAnAnAnAwD................................................................
................................/....E/...k.....T7pPo34RZ/.RcNoPgF4.............
..........U/4M.........................g..2.......Uvz0......UA.E................
...4./........zD........E.oAnAnAnAnoz...........................................
............................................}
{Titel: haltenny-sphereheightmap-tut-end}


Head heightmap by Dortus Gunst

8004 by HalTenny

  • Listening to: Fan making clicking noise
  • Reading: Legions of Orion
  • Watching: Still watching Voyager
  • Playing: Minecraft
  • Eating: Nacho Cheese Bugles
  • Drinking: Diet Coke

Mandelbulb 3D and Heightmaps

Journal Entry: Wed May 3, 2017, 5:51 AM
Several people lately have asked me about how to use heightmaps in MB3D. I don't use them a lot, but I can explain the basics on how to use them in the limited way that I do. As usual, I make no claim to being an expert. The way I work is the best way for me, and I would never be so arrogant as to suggest my way is a better way or the best way for everyone. It's the best way for me and my work flow. This Journal is for beginners. Note: Click on the title of this Journal to open it on a new page and it should visually look much better organized. Let's begin~

I think the reason some people have trouble with heightmaps is because of where their current camera view or position is within their fractal image. If you are building a fractal from scratch, and place your heightmap first, then you will probably not have a problem working with it. The heightmap will be visible in the center of the preview image in your main window. In the image below, I have opened MB3D, replaced the default Integer Power formula with SphereHeightMap ( located in the second column of the dIFS formulas) . It loads the default image #10 as the map. I also added the SphereHeightMap formula which also loads the default map # 10, and I zoomed out a bit. Note: When working with heightmaps, set the Max iterations in the formula window to the number of maps you are using, in this case 2. If you use more dIFS formulas, you may have to increase that number.

1 by HalTenny  2 by HalTenny

And there you have it. No problem when you start out with just a heightmap or two! Of course, if you are anything like me, you would never start with a heightmap. I should say almost never, but rarely. I almost never decide I want a heightmap until later in the creation process. Because I almost never know what I am going to be creating, or where my vision will lead me. Will the image need a floor, or wall, or sphere? I personally never go into the creative process with that limited or specific of a vision. It's wide open, pedal to the metal in the early process. The practical side of that is that part of the creation process is searching for the grand view and ultimate shapes you want, so why limit that search to an area where you can already see the heightmap. It's a simple thing to bring the heightmap into position where your vision leads you once you learn how. So, anyway, what happens when you are well into the creative process, and then decide to add a heightmap? This is where it becomes more difficult, and probably where a lot of beginners start having trouble. 

The problem is that while searching for your masterpiece, you explore in the navigation window, and have wandered off center from the default view. So while your current image may be centered on a great view for the piece you are creating, when you add the heightmap, it is placed at the original default position near the default center, which is now off your screen and current point of view. For instance if you have rotated your image 180 degrees clockwise or counter clockwise, and then add a plain HeightMapIFS formula, then the heightmap may now be upside down, like a ceiling instead of a floor as you might have intended. Also, if you have further rotated the image side to side or whatever, the HeightMapIFS may be in a position like a wall instead. All of these things can be overcome with the rotation settings in HeightMapIFS, as well as the H offset setting. 

Below is an example. (I'll include parameters at the end of this journal). Let's just say I created this image and decided after I worked on it a while that I wanted to add a floor or ground of some sort. First off, I just want to say I rarely use dIFS formulas to begin with. But when I do, it's almost always a sphere, a SphereHeightMap or a plain old HeightMapIFS formula. Because I am much more likely to add extra escape time formulas or adds from the first eight formula columns, I like to keep the majority of empty formula slots on the right side of the formula window. But most of the time I also keep one formula slot open or empty in the formula 1 position just to make adding a heightmap easier if I decide to use one at a later time. It makes perfect sense to me as I am most likely only going to add one dIFS formula, and it leaves all the other slots open for additional escape time or add formulas. It's just my personal preference for the way I work. It makes no difference where you place the dIFS formula. At the beginning, or the end of your formula list is fine, whatever works for you. And to me, neither way is better, it just depends on how you create your images, and what formulas you use the most.

3 by HalTenny  4 by HalTenny  5 by HalTenny

In the second formula window image above in the red box, you can see I added the HeightMapIFS formula in the first slot. In the blue box you can see I switched to DE combinate mode and set the second part of the hybrid to formula slot two, because that is where the escape time formulas start. You have to use DE combinate mode to mix escape time formulas with dIFS formulas. In the green box you can see DE combinate mode is set to Min. This is normally what you would want a HeightMapIFS set to. Max iterations for the HeightMapIFS  is set to 1 and max iterations for the escapetime formulas is set to 60. Now if you have the start parameters loaded (located at the end of the journal), and have made those same changes as I have and hit calculate 3d, you will notice no change in the image. There could be many reasons for this, but in the case of this image, you don't see the HeightMapIFS  because it's behind the fractal structure. And because I have isolated the fractal structure by setting the far plane setting low (2.2) the HeightMapIFS  is actually cut out of the back of the image. So let's make the HeightMapIFS  visible. The easiest way to find the HeightMapIFS  is usually to zoom out on the image. I normally select fixed zoom and steps in the navi window if I'm going to zoom out. So do that, and then click the zoom button 11 times. (Just do it!) You can also just raise the far plane setting in the navi window to 100 or higher, and this will show the fractal parts that were cut away by the low far plane setting. But do it with the zoom button instead so you can follow this tutorial. :) Now you can see the HeightMapIFS showing up behind the fractal structure, see below.

6 by HalTenny  7 by HalTenny

I think it is easiest to be zoomed out as you start to dial in the position of the HeightMapIFS. So now that we can see the HeightMapIFS, we can place it where we want it by using the rotate and H offset settings. Now I'm not going to lie to you, the x,y,z coordinate system completely befuddles me. I can't for the life of me get it right without just playing with it. Even with the x,y,z coordinates turned on in the navi window, my tiny pinhead of a brain can not cope with it. At any rate, I see that it appears the HeightMapIFS is directly behind our fractal structure like a back wall, so I decide it has to be rotated 90 degrees. So I start with the x rotate. If you click on the 0 integer (green box in image 2 above) of rotation X, a popup appears, and you can directly input 90 degrees. But my little pin head rotated it in the wrong direction. Through trial and error, I found you need to input -90 degrees in the rotation X field. For those who are not axis challenged like me, you could probably have looked at the axis inside the red box, and determined that. Once you set the RotationX to -90 degrees, you will see the image below.

8 by HalTenny  9 by HalTenny

Bummer. Unfortunately, now you can't see the heightmap at all again, so you have to zoom out some more. This happens all the time, so you just have to keep adjusting the view. Click the zoom button 5 more times and you'll now see the heightmap. But we still want to raise it up to near where our original view was. To do this, just use the H offset slider. Slide to the right to raise, and to the left to lower the heightmap. You'll have to do this in a series of steps until you get it right where you want it. Slide the heightmap up close to where you want it, zoom in, adjust more, zoom in. Repeat until it is where you want it, and you are close to the original view. The second image above shows me zoomed out more, and the red box shows that I have already raised the heightmap some. As you go through this process, you will probably run into the problem that your heightmap horizontal scale, or H scale is higher or lower than you like. In other words the peaks and valleys are too deep or too shallow. You adjust this with the H scale. It will be more difficult to get the heightmap adjusted to where you want it if the H scale is not in a suitable scale to match the map you use, and the scale of the fractal image you are working on. So I find it very helpful if you set the H scale of the heightmap to zero BEFORE making further adjustments. So do that now and then start raising the H offset as well. See below.

11 by HalTenny  12 by HalTenny

In the first image above, you can see I raised the map by adjusting the H offset, but the peaks and valleys are too high for this image. So in the green box in the first image, set the H scale to Zero. In the second image above, you can see the heightmap is now flat. I have also zoomed in some more. This journal is getting too long so we'll speed up a bit. See below.

13 by HalTenny  14 by HalTenny

Now in the above image the heightmap is in a basic position and the original fractal structure is approximately at the scale where we started. You can't just keep zooming the same number of times to get back to the original image, because we've added the heightmap. It's a process of zooming, perhaps with fixed zoom and steps deselected as I have, and also adjusting the far plane setting while also adjusting the H offset to raise the heightmap into position. It's not as complicated as it sounds once you get used to it. I would recommend right away to raise the far plane to 500 or more, then reduce it later to your taste. And zooming in this case with fixed zoom and steps deselected will probably result in a smoother experience. As you zoom closer to the original fractal structure position, it may be necessary to select the fine setting at the top right of the navi window to fine tune the heightmap position. That's the basics of positioning the heightmap. Now all you have to do is choose a map that suits your taste for the image you're working on, and then adjusting the frequency and orientation of the map. In the second image above, I've used a brick image as the heightmap. You can use any image for a heightmap, but obviously some will work or look better than others. You can use maps to simulate water, grass, just about anything. But that goes beyond the scope of this tutorial, it's something you'll just have to experiment with. I had to change the size of the bricks by adjusting the X and Y scale settings which is the frequency at which the brick pattern repeats, or the size of the bricks. Here I set the X and Y scale to 5, so they are bigger or repeat less. A smaller number will make them repeat more or be smaller in size. On this particular brick image I used, the H scale has to be very low for it to look right. You may have to set the adjustment scale at the top right of the navi window to min to use the slider and get it just right to your taste.

For some maps with less of a repeating pattern, you may have to adjust the map position by sliding it to the left or right, or forward or backward. You do that with the X and Y offset sliders. With the brick image that adjustment is not necessary. Below is a basic, finished image. I normally don't like the edge of a heightmap to show, so I adjusted the depth slider under the ambient tab in the lighting panel to fade the background. If you have trouble doing that, just lower the far plane setting. I also turned on hard shadows to accent the bricks with some shadows.

15 by HalTenny

I honestly intended to include working with the SphereHeightMap in this journal too, but as usual, I just talk too much and ran out of time for today. But I promise to do that soon as well. The process is very similar but the usage of a SphereHeightMap is much more unique and the results can be quite interesting. I hope this journal helps. Feel free to comment, ask questions etc. And fave if it helps, that's always a nice thing on your part to do. It's somewhat of an indication of how helpful these journals are. Below are the before and after parameters, and the brick image for the heightmap. Good luck and most of all, have some fun!

Note: If you use the brick map I included below, you have to save it in your maps folder. If you already have a map with the same number, you'll have to change the map number (of the brick image) to a number that is not yet used in your map folder. Then you will have to change the map number in the parameters to match the new brick image map number.


Starting parameters:

Mandelbulb3Dv18{
g.....h....s/...w....2A...kaH0MrTGByzeI.rge/iQwDZGWmq2PRzzfD6JrQ.Wd2.NGw0fJgQUzj
................................BZ21Nn2PJ/2........B./..................y.2...wD
...Uz6/....0..../M.1/...........h3...2E3.....wVJL9.LX6kD/.koHc1E...w/xckpl1....k
z.EnAnYD12../2.QSP079m2hzS/PODsvaUxDuQzGsfajNz1..........AV0.....y1...sD...../..
.z1...sDTBrWeJ1/mvf7y6EduIFfyyMNfCepysfjonHsEhxXount4t.cADPwyGcDnPYtZrgjsV2diaQV
uu9nxXAUNHgnymQK98PsZ4jDU.....Y5..............sD.6....sD..G.....................
.............oAnAt1...sD....zw1...................................kKIi0Ec....k1.
.....Ksulz1.....6yzz.wzzz1.U..6......M2...EB....m....c3...UE....6/...w0.....SFr1
...U.W1KEyzlciszsU3YzTAe906.oc..zzSi...MarH7iXyD6oa4dabdnz1..........2k.8.kXWF1.
.sM93P58iz9.MmnWK2zwz0..........F6U0.wDjt/..zMwlGfEzzsVdHkZgHD.E.g3b33lfazH12klz
zjxh...hx7jJPS.k2W3QMZjR7.A.mRfyBU3lzK./I.kz8L7..smACOnu5.A8UbzcUmT0.1.wy5X0tNzD
/EU0.wzzz1....................................8cU0.E./2Ezz/cU08../2E.tzDU08c..2E
./IzT/8cU0.E./2EQs5cU08../2E./bTU08c..2E./2ly/8cU0.E./2EMw5cU08../2E.lqTU08c..2E
./2kz/8cU0.E./2E...cU08czz/cU08cyz1cU08cxz3cU08c................................
E...2AU2W6......zzzzz1......kVKNmJ4GZZqNcFLHV/5......................6U./2E./2E.
GMU/46E./........MNk./..........aNaNaNa0..AmAnAnAnY2.VaNaNaNC8zjBnAnAnAn0.YaNaNa
Na/wz.........zDNaNaNaN8h.2......kRI./......61/k.......UQz9........wz...........
........kz1..........6.....3....6....2IPVdLOiR46HJbQa/..........................
.Q..4MU/.6...........MnAnAnAP.zDBnAnAnAn2zXAnAnAnA3wz......Ut91k......UCM.2.....
.km0.DnAnAnAnAwD................................................................
................................/....E/...k.....T7pPo34RZ/.RcNoPgF4.............
..........U/4M.........................g..2.......Uvz0......UA.E................
...4./........zD........E.oAnAnAnAnoz...........................................
............................................}
{Titel: haltenny-heightmap-tutorial-start}

Ending Parameters:

Mandelbulb3Dv18{
g.....h....s/.../....2A....I6IiFvNaxz48y8chJv9xjmJA016jszzf8fBM5VYZ2.JWP92HXFCzj
................................q70JrfTjp.2........B./..................y.2...wD
...Uz6/...E0..../Q.1/...........g0...2E4.....E/rLUzBT5mD/QkoHc1E...w/xckpl1....k
z.EnAnYD12../2.QSP079m2hzS/PODsvaUxDuQzGsfajNz1..........AV0.....y1...sD...../..
.z1...sDYtwVaN6kVw9CuCVbsT8ryiwjGzcBBrijod01pkdEYvH0eS4g93L6zCxOZ83ZppjjpufZzLW6
ev9pk1Sy/3ZzyW93.kEZX3mDU.....IA....E.........sD.6....sD..G.....................
.............oAnAt1...sD....z.Xcp...............p.................kKIi0Eb....k1.
.....Ksulz1.....6yzz.wzzz1.U..6.4/...Q2...EB....m....c3...UE....6/...w0.....SFL2
...U.W1KEyzlciszsU3YzTAe906.2c..zzSi..k.Tci/2Uyj6.Dbqxm4Iz1..........2k.8.kXWF1.
.sM93P58iz9.MmnWK2zwz0..........F6U0.wDjt/..zMwlGfEzzsVdHkZgHD.E.g3b33lfazH12klz
zjxh...hx7jJPS.k2W3QMZjR7.A.mRfyBU3lzK./I.kz8L7..smACOnu5.A8UbzcUmT0.1.wy5X0tNzD
/EU0.wzzz1....................................8cU0.E./2Ezz/cU08../2E.tzDU08c..2E
./IzT/8cU0.E./2EQs5cU08../2E./bTU08c..2E./2ly/8cU0.E./2EMw5cU08../2E.lqTU08c..2E
./2kz/8cU0.E./2E...cU08czz/cU08cyz1cU08cxz3cU08c................................
E6...A..V2E.....I....s.....GZZqNcFLHV/LG4B3.V/5......................6E./2E./2U/
4MU.02E./.........SP./............................V2./.......E/E........I.Izzzzz
zzzHz........O3k........................................kz1...................zD
........kz1..........6.....3....6....2IPVdLOiR46HJbQa/..........................
.Q..4MU/.6...........MnAnAnAP.zDBnAnAnAn2zXAnAnAnA3wz......Ut91k......UCM.2.....
.km0.DnAnAnAnAwD................................................................
................................/....E/...k.....T7pPo34RZ/.RcNoPgF4.............
..........U/4M.........................g..2.......Uvz0......UA.E................
...4./........zD........E.oAnAnAnAnoz...........................................
............................................}
{Titel: haltenny-heightmap-tutorial-end}

Brick image:


239 by HalTenny

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Guardians of the Galaxy Vol 2 update 2

Journal Entry: Thu Mar 2, 2017, 7:23 AM
Back in December, I was allowed to announce that I had contributed conceptual fractal images for the Marvel film, "Guardians of the Galaxy Vol 2". Since then Marvel has released two short trailers and one full length trailer from the film. I just wanted to share a few new screen grabs of some of the fractal imagery.

I do want to stress that I only supplied fractal images and some models as concepts. I had no input what so ever on how the imagery was used, and for the most part any fractal imagery you see in the film has been further 'conceptualized' by other artists. For instance, a scene that shows fractal elements will most likely have been constructed from parts or pieces of many different fractal images I sent rather than a standalone fractal image.

I am of course proud to have contributed Mandelbulb 3D fractal imagery for the film, and that it has an important impact in some of the scenes. But a significant portion of the credit also has to be given to the professional concept artists that further developed the imagery into amazing scenes and structures, as well as the Visual Effects companies that bring some of it to life.

 Capture1-1200 by HalTenny

In the above image, Peter Quill (Star Lord) and Rocket look to be jetpacking into battle. Baby Groot is actually on Rockets shoulder, unseen in this image. Whatever it is they are flying toward is based in part on fractal imagery. 

Capture2-1200 by HalTenny

Above is Peter Quill and Gamora on a balcony or patio or something. The railing and chair are based on fractal imagery. The floor is also based on a 2d Fractal Explorer image of mine.

Capture4-1200 by HalTenny

Above image Shows Gamora being chased inside the mouth of a cave or tunnel by a Ravager ship maybe? On each side of the mouth of the tunnel is some fractal imagery.

Capture3-1200 by HalTenny

In the image above, it looks like Gamora is shooting her big gun at the remains of the ship that was chasing her. I think the entire inside of the tunnel is based on fractal imagery.

Capture6-1200 by HalTenny

Above is the entire crew inside the tunnel or cavern, which also appears to be entirely fractal based. 

Capture5-1200 by HalTenny

In the gorgeous image above, the structure on the right was constructed from or based on many parts of different fractal images I had sent. It's also possible the round domes are based on fractal work, but it's difficult to tell in this image. 

So that's it for now. Only two more months until the movie comes out. I loved the first Guardians film, and would be hyped to see Vol 2 even if I hadn't been involved. My name should be listed in the credits somewhere way down at the bottom of the art department crew list. (I know a lot of people don't stay to watch the credits, but I will :) )

All images belong to Marvel. Guardians of the Galaxy Vol 2 will be released May 5, 2017.

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Guardians of the Galaxy Vol 2 Image

Journal Entry: Mon Jan 9, 2017, 6:38 AM
A few weeks ago I mentioned that I supplied some concept art for the Marvel film, "Guardians of the Galaxy Vol 2". They've recently released a high res image that includes some Mandelbulb 3D imagery I sent, so I wanted to share that here. It's also possible that the 'bent tower' shapes are 3d models, or that there will be 3D models of those structures in the film. Hopefully, from time to time they'll release more images I can share. :)

Gotg2starlord by HalTenny

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Guardians of the Galaxy Vol. 2 and Mandelbulb 3D

Journal Entry: Fri Dec 9, 2016, 3:30 AM
About fourteen months ago, the supervising art director for the Marvel film, "Guardians of the Galaxy Vol.2" contacted me asking if I would like to do some visual consulting work, possibly as a conceptual artist on the film.

My first reaction was that it simply couldn't be true. So I cautiously replied to the email, explaining the limitations of what I could and couldn't do with Mandelbulb 3D. A dozen or so emails and a few phone calls later, I signed a non disclosure agreement, (plus a few other agreements) and promptly began work.

One of the agreements forbade me of even mentioning any involvement whatsoever with the project unless given express permission. I never even asked them for permission until some of the trailers for the movie started coming out, and then some people in the fractal community started spotting some fractal elements in a few of the scenes.

I'm still bound by the agreements I signed to not provide any specific details on the work I did nor reveal any artwork I contributed. I really can't talk much about it at all in detail yet. But I did ask for and received permission to tell my family and friends that I did indeed work on the Marvel film, "Guardians of the Galaxy Vol. 2".

It was such an honor to work with all the very kind people on the film, and on such a huge project. At first I felt like I was in so far over my head! I was nervous as hell. But the people I dealt with were very nice and made it easy for me to feel like I fit in, and was an integral, contributing part of the project. It really couldn't have been a better experience.

I also wanted to thank everyone on Deviant Art, Fractal Forums, (specifically Jesse and all others involved with creating Mandelbulb 3D, Luca for formulas and Christian Kleinhuis for hosting the forums) and Facebook that have been kind and generous enough to encourage me by faving, commenting and liking my artwork. All of that gracious support is what drove me to try not to be better than anyone else, but to be as good as I could possibly be at creating my own visions, and making my own style of art. "Guardians of the Galaxy Vol. 2" Release Date: 5 May 2017

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So sick of thumbnails not loading.

Journal Entry: Thu Oct 20, 2016, 12:30 PM
A typical day browsing for stock resources at Deviant Art gives these results. Waiting for t01.deviantart.net... Waiting for t09.deviantart.net... Waiting for t11.deviantart.net... What do we pay for? Seriously. How about developing more features that your servers can't handle? Or charging more money for a broken system? This happens every day, it is not an isolated thing, and it is not fixed as they had claimed some time back. Maybe it's because users like  KarmaButterflyLove has over 780 copyrighted glamor photos (photo packs) posted, and users like SensePngs that has over 430, just to name a few. Yeah, that's art, posting copyrighted glamor photos, that's what we're paying for. That's what DA has fallen to. I hope everyone has better luck than me finding something useful here... on a semi-regular basis...

Da-3 by HalTenny Da-2 by HalTenny

Da-1 by HalTenny Da-4 by HalTenny

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Backgrounds in Mandelbulb 3D

Journal Entry: Wed Aug 17, 2016, 12:19 PM
I am such a slacker sometimes! I haven't wrote a journal since November of last year, sheesh... :( So it's tutorial and tips time!

I use background images a good little bit in my Mandelbulb scenes, mostly clouds and skies, but sometimes mountains as well. It's a rare occasion indeed to find a background image that works well without some form of adjustment to get it to blend in and become an integral part of your work rather than something that just doesn't fit. I think it's important to spend the time to blend the background into your work, because if you don't, it can really distract from the Mandelbulb 3D scene you've created and perhaps even look so out of place that it ruins your piece. To me, the reason to use a background image in the first place is to lend a bit more realism or interest to your work. So why not spend a little extra time to try to make your background image more natural rather than something you just slap in there and let slide?

Of course you don't have to even use a background image to enhance your image. You can also use dynamic fog, depth fog or just add a positional light, or use volumetric lighting. All those things will add eye candy value to your work if you want to keep your image more 'pure'. I'm not going to cover those techniques in this journal though. There are some fairly simple, basic things you can do to your piece to get a background image to 'fit' in that we will cover. 

Part of the chore of making a background image fit your MB3D structure is to pick a background image that compliments your structure and doesn't clash. That can be difficult depending on how realistic your MB3D piece looks to begin with. With a bit of work, you can get most 'sky with clouds' backgrounds to fit well with just about any structure or shape, it's mostly a matter of adjusting colors and contrast. But once you start mixing or matching genres of images, you should use caution. For instance a MB3D image that looks like buildings, would not necessarily look good with 'real' buildings as a background unless they are very similar in shape and size. But a sky would probably work. A jungle background probably would not look good with MB3D buildings, get my point from my little pointy head? I'm not saying a jungle image definitely wouldn't look good, but probably not. So take your time and choose a good fitting background image.

Now some samples. I've found that one can make some pretty convincing rocky landscape images (and mountains) with MB3D. There are probably many ways to do this, but I use AmazingSurf with Julia on. The image below is of rocks created with MB3D:

 8-17-1-a-tenny by HalTenny  8-17-1-b-tenny by HalTenny

I think that's a pretty convincing image that looks very similar to real rocks. Maybe everyone won't think that, but I do. You may also notice some slight banding in the 'sky' gradient. That has always been a problem that crops up from time to time in MB3D. There are ways to eliminate that, such as choosing identical top and bottom colors for the Depth slider under the ambient tab in the lighting panel. Or you can add a little fog and adjust your depth slider a little like I did in the second image. That clears the banding right up. Happy boy! Anyway, so this isn't a bad image, but it's a bit boring, even though the rocks look fairly real. So now we're going to add a background image to the first image above. We'll use a 'sky and clouds' image first because that's easiest. You can see that below:

 8-17-1-c-tenny by HalTenny   Capture1 by HalTenny   Capture2 by HalTenny  Capture3 by HalTenny


Wow. That looks like shit. See what I mean about just slapping a background image in there and letting it slide? I've seen images posted that look every bit as bad. Now I'm not out to offend anyone, but seriously, to me this looks terrible, and is so easy to fix if you take the time. So let's have a look at some settings real quick to get started. Next to the image above, (you know the one I'm talking about, the one that looks like shit) is a capture of the background image tab in the lighting panel. I think by default, the "As a full background sphere:" is selected. I rarely use that and it will not be covered here. So if it is selected, un-select it. Now you want to select "Add to background depth (not blend)". You can also select "Use a small image as the ambient color", but I rarely do that. I'm not saying it isn't useful, and it might help. I just don't use it much, so I'm not going to cover it. The third image above is from the lighting panel again and shows the ambient tab selected. The depth slider which is what gives you the depth fog is set to the far left. So depending on your far plane setting in the navigator window, if you push the slider to the right, you will begin to get some depth fog. In other words, the back portion of the rock structure will start to fade in the distance. This also serves to lighten your background, again depending on the far plane setting. A lower far plane setting will serve you well here. So if you find you are not getting the depth fog as you adjust the depth slider, then you need to lower your far plane setting in the navigator window. (image 4)

The first thing I tried to adjust to get the background image to blend in better is the intensity of the background. That is the "Int:" slider in the second image above. Right now it is set for a previous background image I used and is not good for this image. Sometimes this is all you have to do to blend your background. Below are two results:


8-17-1-d-tenny by HalTenny  8-17-1-e-tenny by HalTenny

Well that didn't work! The first image is too intense and over saturated, and the second image is too dark like poo. In the first image I adjusted the intensity slider to the right (more intensity), the second image to the left (less intensity). As I said above, sometimes that is all you have to do, but in this case, no joy. So I changed the slider back to where I had it to begin with and moved on to the ambient setting in the lighting panel. Results below:

8-17-1-f-tenny by HalTenny  Capture4 by HalTenny


Now we're gettin' somewhere! This is a gazillion times better , no wait, a bazillion times better! It is actually, probably,maybe could even be good enough. But what fun is that? Now that we see how much better it looks, maybe we can get it even better! Maybe not, but it will be fun to try. As you can see in the second image above, I only moved the depth slider a little to the right from where it was in the previous example. In this particular case it didn't change the foreground at all, but it lightened up the sky nicely (or de-saturated it). Now the blues, browns and the grays in the sky more or less match the blues, browns and grays in the rocks pretty well. Still... there's something about it that just isn't quite right. It looks good color wise, but it looks like exactly what it is. It looks like two images combined, they just don't seem to blend well into one cohesive image. Maybe I'm too picky, but if I'm going to go for realism here, then I need to keep working on this. Lot's of things to try. I'll play with the depth some more. In the first image below, I lowered the far plane setting from 30 to 5, and then adjusted the depth slider some more.

 8-17-1-g-tenny~ by HalTenny  8-17-1-h-tenny~ by HalTenny


Oops. Well, in the first image that helped in one sense. It did kind of blend the background and foreground together somewhat, but now the sky is a bit bright and maybe over saturated. Still, from this point on it's pretty much your own taste versus my taste or someone else's taste. I have posted images with over saturated skies before. Sometimes that's just the look I wanted. But in this case, we'll keep playing. So in the second image above, the far plane setting is still set to 5, and the depth slider is still advanced to the right a bit more (the same as in the first image above), but I also adjusted the intensity of the background image again. I lowered the intensity (moved the intensity slider to the left). That looks somewhat more balanced and less saturated. There are a few more things we can do yet, so stick with me here. Some more samples below:

8-17-1-i-tenny~ by HalTenny  Capture5 by HalTenny

Now we're cookin'! In the image above, I added some dynamic fog and adjusted the gamma to the left a bit more. I think that's looking pretty swell. We could maybe do some more to it, but I think you might see where this is going now. Just adjust to your own personal taste. There are still some things you can do of course. Maybe you don't like all the blue? It's a simple thing to change the entire feel of the image by changing a few color options. See below:

8-17-1-j-tenny~ by HalTenny  8-17-1-k-tenny~ by HalTenny

On the left is a more desert feel and on the right a sunset? Whatever floats your boat. I just made a few changes of colors in the depth fog and dynamic fog settings. Below are a few more samples of different background images:

8-17-1-m-tenny~ by HalTenny  8-17-1-l-tenny~ by HalTenny

So essentially it's just a matter of finding a balance in the following settings: Your far plane setting in the navigator window. The depth fog setting under the ambient tab. The dynamic fog setting under the dynamic fog tab. The intensity setting under the background image tab. Those are the main settings that will help enable you to blend your background images.

That about wraps up this one! In case you are wondering, I get most of my background images from textures.com www.textures.com/

You can get low to medium resolution images free. They use a credit system kind of. You get 15 free credits a day, and it takes 1 or 2 credits per image to download low res images. You can also purchase premium credits for higher resolution images.

I hope this journal helps you with background images. I would like to see people expend a little more effort to get a better blend with your backgrounds. I think you'll be glad you did. :)

Rock parameters:

Mandelbulb3Dv18{
g.....O/..U81...w....2A....yXWCh/vh/.PCwlpNdCB2EFURvnBxwizHAOExQxJZ1.ZedcTrAdGyj
................................oSeWXNiXuz1........B.hA.................y.YaNa/E
...Uz6....U2..../Q.0/.....Ud2...D0....E4.....gJOT/a31poD/Q.........G0dkpXm1.....
./.vFVPD12..02UaNaNaNaNmzAnAnAnAnwzjOaNaNaNaFz9...........U0.....y1...sD...../..
.z1...sDDPIEbqu1Bxn0dmxoAOC4zMAjpxyV1PkDqIWxlQ.PDwfa3aFXt3B7zochlevSumoDiH3JK./P
KwHAeGPfo/8HzK1vu/ln0KmDU.....IG....I..........E.2....sD..G.....................
.............oAnAt1...sD....zw1.........................................M....k1.
.....Ksulz1.......kz.wzzzX.U..6......g....EB.........U1...E3....A/...M1....U40T/
...U.ydelyjeYFHkaBvz2mRfB0..1E/.zzzz..EVjiO8eGyj6IFcRtBvvzH...........k.92kXWF1.
.sM93P58iz9.MmnWK2zwz8...........2HC.AJez1..bjBj1PWwzuVAZRBEi7yD..........E.lc..
zzzz.................................E./RwzzzzD..os9BxC5Ezv6kYJBA8Ptz0kFjiGwrKyj
AE.F.wTqn0..6gAiWY50.1EUJtEfK7.E.Ao61AJDrz9...6E..EHVMFHewkzwa5.cxo7cB49vqxz.g5P
Dhbr3t6Ul/kF.VnFrDpz9T7.B3W3BBeTzzzz.oI6KoIvy/uBZ.EHVMFH3x5crI0.B3W3BxuTUSH7.oI6
Ko2yz/uBZ.EHVMFH...crIGJzzFoTuIdyzngi8qdxzZX.4rU.61Bic4Qb/......................
E....2..F2E.....I....U....EEh3aSdtqNUAJRmN4...........................k/.MU/4.U.
..........E.......Uxz.........yD........kz1.......E..1.......71k.......Ez.2.....
.EnIw.........zD................................................................
........................}
{Titel: 8-17-1-a-haltenny}

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NoobFest 2015

Journal Entry: Fri Nov 6, 2015, 6:48 PM
Are you new to Mandelbulb 3D, or thinking about trying it out? Our friend Ricky Jarnagin, aka DsyneGrafix dsynegrafix.deviantart.com/ is hosting a Facebook event for noobies. It's happening tomorrow, Saturday November 7 from 9:00am - 6:00pm CST

There are sure to be plenty of talented Mandelbulb 3D artists hanging out to answer your questions. Don't be afraid to ask! I'll be there on and off during the day along with plenty of others. Here's a link to the event: www.facebook.com/events/547604…


  • Listening to: the wind blow
  • Reading: Neptune Crossing
  • Watching: Horror movies
  • Playing: Minecraft
  • Eating: Nothing
  • Drinking: Diet Coke

I give up!

Journal Entry: Tue Aug 18, 2015, 10:46 AM
I'm officially giving up on trying to help keep the fractal resource category from being trashed by misplaced deviations. Through many support tickets in the past few months, DA has made it perfectly clear that misplaced deviations are very low on their priority list and should not be reported through support tickets at all. 

Here are a few observations and conclusions:

______________

I have found that once reported, misplaced deviations that also violate the DiviantArt advertising policy result in a deviant immediately having their account suspended and they are banned.

I've seen that 1800+ misplaced deviations from one deviant does seem to be enough for them to take action, but over 275 from another deviant is not enough for them to take action. They are dealt with on a case-by-case basis. I tried to get a firm number on when I should stick my neck out and report multiple misplaced deviations, but the answer was, they are dealt with on a case-by-case basis. That was helpful...

DeviantArt is understaffed and they are unable to fully maintain this site.

DeviantArt realizes their staff does not have time to handle misplaced deviations and 'eventually' (their exact word) plan to work out a way to deal with miscats. Not soon, or right away, or as soon as possible, but eventually. A time frame for that was not given, but would have been nice.

DeviantArt allows posting copyrighted material as long as the copyright holder does not complain. It does not matter that you, and I, and everyone else on the planet knows they don't have permission to post those images.

You should only report misplaced deviations through the system they provide, (the report deviation button) even though they don't have time to deal with them anyway and they are given the lowest priority. One of the support tickets calmly explained how to do this, like I didn't know. I of course knew that reporting miscats that way would only result in an overwhelming probability that they would be ignored as low priority, thus explaining the reason why I sent the support ticket in the first place. And how else would you report 275 misplaced deviations by a single deviant?

Since I have been watching the fractal resource category, misplaced deviations have dropped from around 20 to 30 a day, down to around 2 to 8 per day. Just guessing, over 2000 misplaced deviations have been removed or avoided. That's over 16.5 pages (120 per page) of misplaced deviations. At least that's something.

Around a third of the deviants move their misplaced deviations when I inform them they are in the wrong category. Around a third block me and report my message as spam and the rest simply ignore me. :)

DeviantArt seems to be more concerned with the front end of their site, (like creating a Facebook like social network clone and increasing revenue), than maintaining the back end of the site, which are the areas that many of the dedicated artists use. (As well as new artists looking for resources)

Using Google translate to send messages to deviants who's main language is Spanish, Turkish or Vietnamese might help, but often seems to translate English into nearly incomprehensible gibberish. And by the way, the majority of photo packs being uploaded and placed in the fractal resources category are from fairly new accounts in the range of 1 to 12 months. None have a premium (core) account, and most of them are Spanish, Vietnamese and Turkish speaking females. I only bring that up as a fact from what I have seen, and it is not meant to be disparaging in any way, shape or form towards foreign persons, male or female. This may very well be as much a problem with DeviantArt not being foreign language friendly as anything. Or not.

______________

I realize that much of what I wrote above was snarky towards DA, but they deserve it in they way they handle some of the abuse of the site that goes on here. Overall, I've been satisfied with DA over the years. I've licensed a good bit of art and sold some prints, so I would like to see this place survive. I do feel Fine Art America is much better maintained and organized. Perhaps they don't have the social structure that DA does, but this site is supposed to be about art, and about supporting the artists, and not a dumping ground for teens and their infatuation for glamour photos and all the friends in their little groups that will fave them. All the photo packs are misplaced deviations because there is no category for them and it's copyrighted, illegally posted material anyway. 

While I don't know this for a fact, I'm pretty sure each new CV is required to clean up their respective categories of misplaced deviations at the beginning of their 'tour of duty'. And then miscats are allowed to build back up for the following 11 months until the next CV has to deal with them. So they are only dealt with on a yearly basis? It's no wonder misplaced deviations get out of hand and are such a problem.

At any rate, dealing with the misplaced deviations has been quite distracting and just makes my blood boil. I wouldn't mind if they were dealt with proactively and something was being done with all the reported miscats, but that just isn't the case. Even though the situation is somewhat better, it's still a loosing battle because DA is not dealing with it right now. My creativity has suffered, so I just have to give it up and try to get back into creating some art again, as soon as my blood pressure returns to normal. ;)

  • Listening to: the wind blow
  • Reading: Neptune Crossing
  • Watching: Horror movies
  • Playing: Minecraft
  • Eating: Nothing
  • Drinking: Diet Coke

Probably the last miscat update

Journal Entry: Sat Jul 11, 2015, 3:13 AM
We're finally seeing at least some success at reducing the number of misplaced deviations in the fractal resource category. I've tried to check that category at least several times a day in the past month. While we still get anywhere from 3 to 10 a day sometimes, it seems that most deviants are cooperative in moving the images to different categories after I have left polite messages on their deviations. Most of them do move the images. Some have asked for help because they don't know how, so I took some screen shots and showed them the process. :) Only two people have blocked me (that I know of) because of my comment on their page. One of them blocked me after moving their image and reported my message as spam! The other blocked me and didn't move their image(s). :)

Also, Deviant Art did finally answer one of my support tickets, and did remove all the images from the worse offender that had uploaded over 1800 photo packs in the fractal resource category in the past 3 or 4 months. So now we are only getting a handful of miscats per week that deviants are not moving, mostly due to the language barrier I think. It does seem to appear that once I leave a message on their deviation page about a miscat, they are much less apt to submit more images (to fractal resources) after having been notified. So we've gone from many hundreds per week to just over a dozen in the past three weeks that haven't been moved.

Unfortunately, there are still hundreds (thousands?) of older miscats that Deviant Art says they just don't have the time or staff to take care of. They say they are trying to work out a way to address this problem for the future. Personally, I think all those photo packs should be deleted as a copyright violation and that there is no making of art involved and simply no place for that sort of thing here at DA. That's not what Da is supposed to be about, and I think it's a damned shame that they allow it in the first place.

  • Listening to: the wind blow
  • Reading: Neptune Crossing
  • Watching: Horror movies
  • Playing: Minecraft
  • Eating: Nothing
  • Drinking: Diet Coke

A Little Progress

Journal Entry: Sun Jun 21, 2015, 6:25 AM
This is just more ranting about deviants posting in the wrong (Fractal Resources) category, so feel free to skip it if you're not interested.

So a bit of progress. The miscats (misplaced deviations) have slowed to a trickle. I've been reporting miscats, (which seems to do absolutely no good at all) and also leaving polite notes on the miscat deviation pages, which seems to be helping somewhat. A few deviants have actually commented back that they didn't know or realize... It's very possible there are some language barrier problems. I say this because when I use Google translate to see what the deviant posted in the author comments, the translations often made little sense. So maybe the category's don't make sense to them, I don't know. Unfortunately, some of them just post their items in another wrong category instead.

I did have one deviant that was a bit upset that I left a comment on their page. They were rather rude actually, while my comment and follow up comment was very polite. But it was only the one.

I've been at DA for 6 years now. I haven't had to contact them with a support ticket very often, but when I did it was handled pretty much in a timely manner, until now. My recent support ticket concerning the massive amount of miscats abuse (in the Fractal Resources category) has gone unanswered for 6 days. I thoroughly read the Terms of Service, Etiquette and Copyright policies and feel there are several apparent violations some of these deviants are committing by posting Photo Packs. The most obvious being copyright infringement of course. Apparently DA has the same policy as Pinterest in that as long as a copyright holder does not complain, it is just fine to post copyrighted material without permission.

But that was never even the point with my journals. You can't convince me there is nothing that can be done about deviants constantly posting in the wrong category. That's what the Terms of Service, Etiquette and Copyright policies are for. When people abuse these, it's simply a matter of enforcing your policies. Request that the deviations be moved to the proper category. Give the deviant some time to do this, if they don't, then suspend or ban them. Just simple. What is the point of these policies if you don't enforce them?

Unless of course it's simply a matter of revenue. I suppose it's possible that DA is gaining revenue by allowing these photo packs. And gaining traffic... I suppose it's possible that revenue gains and traffic might... No, I would rather not think that. I'm sure that's not the case. Forget I even mentioned it.

At any rate, there is one item in the Etiquette policy that I would like to bring up:
"The DeviantArt staff will not tolerate attempts to exploit or disrupt the layout, navigability, or general use of the site. Such actions disrupt the ability of the community to access and review artwork and are considered Site Abuse." 

It is clear that posting hundreds of items in the wrong category disrupts the layout, navigability and general use of the Fractal Resources category. So now I ask, why was it again that nothing can be done about it? 

  • Listening to: the wind blow
  • Reading: Neptune Crossing
  • Watching: Horror movies
  • Playing: Minecraft
  • Eating: Nothing
  • Drinking: Diet Coke

Shifting the load (Another pointless journal)

Journal Entry: Tue Jun 16, 2015, 5:18 AM
I should probably apologize to the community of emoticon creators here at DA. A few days ago I complained about a user(s) posting photo packs (that have nothing to do with fractals) in the Fractal resource category. So now, after CmdrChaos and I both complained about it on that users page, he decided to pollute another category that photo packs do not belong in. www.deviantart.com/browse/all/…

For the near future (at least until it seems to have some sort of effect) I'm visiting the Fractal Resources page every day and reporting the miscats, and then leaving a message on the users page asking them politely to not post their work in the wrong category. I hope I don't get banned for harassment. 

So I apologize to the emoticon community and their CV. However, while I have unfortunately directed the same posting abuse from this person to another category, if you check out the link you will see that this particular deviant is not the only scourge on DA. I can't believe DA even allows this. I mean these are obviously just a bunch of kids or young adults that are cluttering DA with stuff that has nothing to do with creating and sharing art. I'm sure that many category's are suffering the same abuse. These people post their stuff in the wrong category's because there is no category for what they're doing. Why is that? Simply put, it's because that 'stuff' doesn't belong here at all in the first place.

How can Deviant Art expect to be taken seriously as a premier art site when they allow this? Sorry DA, no disrespect intended, but if you talk the talk, you gotta walk the walk... 

dictionary.cambridge.org/us/di…

  • Listening to: the wind blow
  • Reading: Neptune Crossing
  • Watching: Horror movies
  • Playing: Minecraft
  • Eating: Nothing
  • Drinking: Diet Coke

Soap Box

Journal Entry: Sun Jun 14, 2015, 9:44 AM
Today I was looking to refresh my mind on a certain fractal tutorial that was posted several years ago. I have no doubts I can easily find it but was unfortunately distracted. I know who posted the tutorial and can easily find it on their page. But for some reason I decided to navigate to the fractal tutorial section by using Deviant Art's handy navigation menus. After all, new fractal users are most likely to use the menus to help them find tutorials because they are unfamiliar with those of us that have posted them. Makes sense doesn't it?

So I was in my message center at the time, and simply clicked on the DA logo on the top left of the page. That takes you to this page: www.deviantart.com/browse/all/ which shows you the most recent deviations. That's fine, you have to start somewhere. On the left is a navigation menu. So Being somewhat familiar with what I was looking for, and already knowing where it should be, I looked through the list and selected Resources & Stock Images.

Now if you're looking for something specific like I was, you probably know right off that it can be anywhere from difficult to nearly impossible to find something specific when you are in this particular parent folder, because all of the resources are listed unsorted. Obviously, that's what the sub menus are for. I mean, if you are looking for tutorials, you don't want to have to look through countless stock images, right? So looking through the sub categories, I see a category for tutorials, but I notice something else. It doesn't say fractal tutorials, and I realize that if I click on that, I would probably have to look through a shit load of tutorials that aren't fractal related too, unless there is another handy list of sub categories. So I click on tutorials and it takes me here: www.deviantart.com/browse/all/…

Ok, now even though I only have a high school education, and have pretty much only been a construction worker all my life, I fortunately do have more than a little common sense. So I once again understand that this is another category called Tutorials, and it has many sub category's within it. I'm still good here. It's like, I have nails stored in a cabinet. I don't have to label the cabinet because I already know what's in there. But let's assume it is labeled. So I open the cabinet and there's a bunch of boxes in there with different size nails, and different kinds of nails for different uses. So if I check the lables on the boxes, I can certainly find the perfect nail I'm looking for. Essentially, just like a menu. And finally I see what I'm looking for, Fractal Tutorials! Groovy. It's a bit tedious having all these sub categories, but it works. Or at least it should. I naturally clicked on the Fractal Tutorial link and it took me here: www.deviantart.com/browse/all/…

This is good. Oh. Wait. This is not good. Wait. Hrmmm... Well, that first one doesn't appear to be a fractal tutorial. Oh, neither does the second one listed, but the third one is a fractal tutorial. Out of the next 17 items, 7 are not fractal tutorials. Out of the following 98 items, I think only 6 of them are fractal tutorials. So 17 of the 120 items on the fractal tutorial page are actually fractal tutorials. This is not very encouraging. There are probably a lot of lost souls out there that would immediately give up looking under these circumstances. I would like to say that after the first page, things do get better.

So now I'm curious. If Fractal Tutorials are abused this way, what else might I find. I mean I can understand a few accidents posting to the wrong category... So I looked around a bit more. I went back to Resources & Stock Images: www.deviantart.com/browse/all/… and then clicked on Fractal resources: www.deviantart.com/browse/all/…

Shit the bed. What the hell is this? You know, being the kind of person I am, I always looked for things like answers to questions, resources such as tutorials, scripts and plugins and such because I was afraid to ask for help being a newbie years ago. I didn't want to impose. So I'm sure that there are many fractal newbies with a similar nature, and they will go looking for things on their own. So what are they going to find if they click on Fractal resources that has anything to do with fractals? Well they aren't going to find anything on the first page... www.deviantart.com/browse/all/…

Yeah, I did exaggerate a tiny bit. I think there are one or two fractal resources you maybe could use. On the next page are I think around three Fractal Resources. On page three are maybe two fractal resources. This is awful. I would hate to be a fractal newbie now days. Fourth page has maybe three more Fractal resources. So out of the first 480 items in the Fractal resources main category, there are maybe, and I repeat, maybe, if you are lucky, 10 real Fractal Resources. If you skip ahead 10 and even 20 pages, you will find similar results.

I mean I don't know what universe this boy's head is floating around in, but photo packs of hot chicks and movie stars are not fractal resources. Anyway, you can blame Whatever-Photopacks (as well as AngiTatata and ShakalakaPacks and Cimcime98 and WithoutTheLove-Music just to mention a few others) for polluting and making the Fractal Resources category a joke and pretty much useless. He (I think he's a he, if not, he\she\it) also ruined the Parameter Pack sub category because that's what he chose to post under. This person doesn't even create any art, let alone Fractal Resources. His existence on DA is pointless and totally against the intended spirit of promoting ones own artwork. In other words, in my opinion he has taken a big dump on the fractal art community. 

Edit: I added the following about an hour after posting. I in no way intended to discredit the hard work of the Community volunteers. I realize it must be nearly an impossible task to keep up with all the miscats. It does however seem to me that there is no way Deviant Art can or should tolerate the posting of images that have nothing to do with creating art. In DA's own words, they provide "... a platform for emerging and established artists to exhibit, promote, and share their works." That is not what the user I named above is doing. 

I can be a cantankerous old goat sometimes, so sorry if I bored anyone. Other than that, I'm having a pretty swell day here in hot and sunny North Carolina. Just had our 39th wedding anniversary Friday! :) 

  • Listening to: the wind blow
  • Reading: Neptune Crossing
  • Watching: Horror movies
  • Playing: Minecraft
  • Eating: Nothing
  • Drinking: Diet Coke

About helping others

Journal Entry: Mon Feb 23, 2015, 9:24 AM
It has recently come to my attention that some people just don't know how to respond to requests from others for help. I have always offered help to those I can when asked. I've never ignored a request for help. I do ask that a question is specific in nature. But overall, I answer every question I can to the best of my abilities.

So if you're going to act like you know something, and answer questions from people, you had better be prepared to answer a bunch of questions and have a bit of patience. Many times one question leads to another, and another after that. Or once you help with one question, that person may then turn to you and ask different questions. So be prepared for that. If someone is asking you for advice, they obviously think you have more knowledge that might help them. If you can't take the time for follow up questions, or just don't want to be bothered by questions that you 'think' are too obvious or simple for you to respond to, then you have no business helping someone in the first place.

If you aren't prepared to help every time someone asks, then just answer their note with a simple, "I can't help you." Or ignore it. But don't start helping them, and then get pissed when they ask for more help. And don't act like a child and start name calling and giving derogatory comments about their work. If they want criticism, I'm  sure they'll ask. But resorting to things like calling their work 'mediocre' and an 'abonimation' is childish, pathetic, immature and disgusting.

If you don't want to help someone, then don't, no one is saying you have to. I'm not naming anyone. But I personally am disgusted with a certain member of the community and in my opinion, they are the one that is an embarrassment to us. So to that person I say, I hope in the future you either ignore requests for help, or simply tell them you can't help. Because it's quite obvious, you are not qualified when you spout the trash I heard about.

  • Listening to: the wind blow
  • Reading: Neptune Crossing
  • Watching: Horror movies
  • Playing: Minecraft
  • Eating: Nothing
  • Drinking: Diet Coke

Mandelbulb 3D Tutorial 5: Tips and Tricks

Journal Entry: Thu Feb 12, 2015, 1:00 PM
From time to time, I still manage to stumble across new 'tricks' in MB3D. I'm sure some of the following tips are known to others, but for those that haven't discovered them, I hope they will help in the future. Some of these were discovered accidentally, others were found through desperation while trying to solve problems.

The first one is very simple and just a little bit of a time saver.

Loading Diff maps ~

This was discovered by accident. It may be well know for all I know, but I just recently discovered it. In the light panel under the Global light tab, there is a box you select to load a diffuse map (Diff map). This is used to color your image in different ways, such as making it look like the structures surface is textured. Normally you simply select the box (Use a map for the diffuse color) and the number one map in your folder loads. If you want to change a map, you just scroll with the up\down arrows to a different image number or input a number if you know which map number you want.

Many people have hundreds of maps, and that could take a while to get to a certain image, particularly if you don't have your map numbers memorized. So I used to have the map folder open in another window so I could visually look through the images to select certain ones by direct input of the corresponding map number instead of scrolling through them. However, there's an even easier way.

After you selected the use Diff map option, simply right click where the map number is displayed and this opens your maps folder so you can quickly find a certain map when you can't remember the number. Click on that map and it loads. How cool is that?

Taming your windows ~

Okay, I admit I felt a little stupid when I figured this one out. Fact is, for a long while I thought it was a bug or something broken. Every time I opened MB3D, I had to arrange my windows where I wanted them because they were sticking to the side of the main window. And then, even after arranging them the way I wanted, they would snap right back to sticking to the side of the main window if I moved it a tiny bit or resized it. Or when I opened the Post process window.

What I didn't realize is that on the top right of the main window, you can right click on each of the tabs, Formulas, Lighting and Post process, and select, "Do not make this window sticky". Now if you arrange your windows the way you want them, the next time you open MB3D, they will all be right where you positioned them during your last session. This is probably something that everyone knew but me!

Taming the Navi window ~

This one may not be necessary most of the time, but it almost always works. I believe it's quite normal to make several changes in the Navi window while tweaking, and finding something nice, you decide you want a closer look at. So you decide to zoom in and boom, your newly discovered structures and shapes disappear, and an incomprehensible number appears in the zoom field. (Top left of the bottom section of your Navi window.) Something like 69e59268 or what ever. Sometimes the zoom field numbers even turn red. I believe this only happens when "Fixed zoom and steps" is not checked! You probably say, "Oh shit!" when this happens. I know I do, and even worse. Never fear, all is not lost.

First, the reason I said this may not be necessary most of the time, is because you should always, always, always, (did I mention always?) save your Navi view to the main window the instant you find something you like. And then save it to file! Or if you're one of those that use the animation editor to save parameters, you can do that too. The point being, if you save it before zooming, then you don't  have to worry about the Navi window misbehaving.

However, if you're one of those that lives on the edge, you probably don't bother saving before zooming, or you just forget. So if this thing happens to you, and your image disappears,  (and you didn't save it) just simply select the "Fixed zoom and steps" box at the bottom right of the Navi window. Now click and hold down the bottom arrow button just to the left of where the zoom value is displayed in the Navi window. (Top left of the bottom section). You should now see the numbers scrolling and eventually your image will reappear. This works even when the zoom value is in the red. But it will not work if the zoom value say's 'inf'. You may have to hold that arrow button down anywhere from 15 to 20 seconds or even longer.

Volumetric Light trick ~

The reason I call this one a trick is because I haven't fully explored or tested this. I've only used it on one image and only just discovered it yesterday. This trick is kind of a two part trick. 

I like VL. I use it quite a bit, but sometimes there are annoying nuances to it that make me decide no to use it. By the way, this strictly concerns the use of a positional volumetric light, not a global. (Though it may very well work with a global light as well, as I said, not fully tested yet).

The first thing I want to cover is that often, in order to get some good, strong VL rays, the light itself overwhelms the area where the positional light is placed. Obviously this can be adjusted buy reducing the intensity of the light, but this also weakens the light rays. So many times you either have to accept the 'hot spots' the VL creates, or settle for a less intense VL effect. As you can see in the image below, the VL effect is intense, and the surrounding area is brightly lit. This one actually isn't too bad, but I still didn't want the bright lighting close to the positional light. The positional light is inside the tube like shape near the bottom center. See image below:

2-12-1-i2-vl-on-1280 by HalTenny

So here's a very simple way to over come this. Get your positional light set up where you want it and get your VL set to put out what ever strength rays you want. Don't worry about anything else. Preview render it a few times, adjust it and get it just right. Now here comes the really neat part. In your lighting panel, select which ever light you have the VL assigned to, and turn it off. Don't turn off the VL, just turn off the light itself! Below is what you will get.

In Search Of by HalTenny

All that overwhelming light from the VL is gone. I just think that's cool. As I said, in this image the reflecting light from the VL wasn't too bad from the positional light. But sometimes it can be overwhelming! Now if you just want a little reflecting light that would seem to come from the VL, you can add another positional light to set just the right amount of glow you want instead of the overly bright area created from the VL.

Now there are some precautions to take when you do this. And this covers the second part of this. First, obviously, you have to calculate the VL at least once for the initial VL rays to show. After you have calculated it once, you can then turn the light off. But, if you do turn the light off, no further changes to the VL will be calculated. You can't change the intensity of the light itself or move it, because it's turned off. You can increase and decrease the Dynamic fog though to strengthen and weaken the light rays. Also, and this is very important, if you want to save the image parameters with the light turned off, but with the VL still calculated, you have to save it as a .m3i, not as a m3p.

Also of note is that you can actually load this into the Navi window and do further tweaking, then transfer it back to the main window and the same exact VL will be shown. Needles to say, if you make drastic changes when you tweak it in the Navi window, then the VL effect may not fit the new tweak at all. You should really only do minor tweaking if you do that.

And here's the best part about the whole thing. Once you have the VL calculated, and then turn the positional light off, each time you recalculate the image in the main window, the VL doesn't have to recalculate, so the preview is much quicker. This is particularly useful if you change color palettes, or Diff maps or anything else after you get your VL set. And as I said you can even do minor tweaking in your Navi window and not have to recalculate VL. However, when you raise the resolution for your final render, you have to turn the light back on because the VL map will not fit the higher resolution image. So all that playing around has to be used with caution. It's mainly to save time while making changes in the preview of images. After a high resolution render, the light the VL is assigned to can still be turned off. but you should remember to save that as a .m3i...

That's about all for this one. As always, you can note me with specific questions about MB3D any time. I'll try to help if I can.

EDIT: It was incorrect when I said you had to recalculate the VL when rendering a higher resolution image. You do not have to recalculate the VL for a higher res image, the stored VL map scales up fine without recalculating. Tested and confirmed...

  • Listening to: the wind blow
  • Reading: Neptune Crossing
  • Watching: Horror movies
  • Playing: Minecraft
  • Eating: Nothing
  • Drinking: Diet Coke

Luca's Formula and Parameter Update For MB3D

Journal Entry: Sat Feb 7, 2015, 10:07 AM
Note: Added second image.

Luca, aka dark-beam , is asking for some help. In his journal here ---->  I NEED HELPERS , he asks that some adventurous MB3D artists create some parameters to be included in a formula and parameter update for MB3D. He has a few requirements listed so be sure to visit the journal and check it out!

Here's a peek at one image I made following one of his suggested parameters. Maybe I'll get lucky :)

Inside Look by HalTenny


Mandelbulb3Dv18{
g.....h...EZ/...w....2A...ETdhj0UsJ..PO6DkufHA1ENW8Wnd938.AqFIE4TVuwzeaUL6Dot7yj
................................GMOs8JEQ0.2........Y./..................y.2...wD
...Uz6....E1..../M.1/...........X/...2E4.....on0sZH3GIpD/.........U30dkpXm1....U
z..vFVPD12../.UNaNaNaNawz........6/EBnAnAnAnUz1...........U0.....y1...sD...../..
.z1...kDz4horoPnlwnT9o1gy4J.zWxFWIjWKGpDVt.8Y5pbSw1EqaADfiDJzwTgC4z0Z4iDVDchklMU
IxvfXOZL/GL5zstnsu07h5nDU.....Yk..............sD.6....sD.2G.....................
.............oAnAt1...sD....z.Xcl...............l.......................9....k1.
.....Ksulz1.......kz.U6lz1.U..6.2/...61...kb....v2...I1....F....6/...c4.....SFT2
...U.ydel4ZeYF1ezThfzf8No.6.0AqzmN5S..ktPnvka6zj66HNL1YPWz9...........k28.kYjd2.
.A72QifFDz1.H0/bvOonz0...........6U0.YnFP/..fjrwdvgqzs/Fbf24LNyD..........E.2c..
zzzz.............0...................2./8.kzzzD............8....................
I6.2yzjjx/..p6CYHHStz0.LKf9SaAxj..jwvqyLU.A..wzzz1EHVMFH27lzzzD.B3W3BZKBvqxz.g5P
Dh54It6Ul/kF.VnFBIqzzzD.B3W3BVsSzzzz.oI6KoIRwxzzz1EHVMFHRqrzzzD.B3W3BljTzzzz.oI6
KoYszxzzz1EHVMFH...crIGJzzFoTuIdyzngi8qdxzZX.4rU................................
E....AU2V2k.....I.........kLdtaRXZ5Pdt4NmZqMVl4......................c..........
...................6./........zj................................................
................................................................................
.....................2.....3....2....wZQZBKOk7rPX34PMBXM........................
KM/..................2LD8QxckJyDlpX0LD8QZz1........wz.........zD........Uz1.....
................................................................................
................................/....E/....1....HZKNm/5GdlaMZ75R................
................4MU/4MU/........BnAnAnAnB.YaNaNaNaNmzAnAnAnAnAvD........kz1.....
...................................................................../........zD
............................................}
{Title: Inside-Look-by-HalTenny}

Second image.

ResistanceTo Architectural Conformity by HalTenny

The parameters below are my final render settings excluding the render size which is set to my normal preview resolution. For tweaking purposes, I would suggest raising the raystep multiplier and turning off reflections. This saves a good bit of time to render preview images. When you do final renders, obviously, you want better quality so lower your raystep. There is a requirement in Luca's required render settings to set stepwidth limiter to 0.5 to 0.3. which I did. However the lower SWL has no visible effect (in this case) so I would normally always set it to 1.0.

Mandelbulb3Dv18{
g.....h...EZ/...w....2A...En32XuOYhyzSbfcQHe4CAEa80DJV0jOzf2lezDJ4Q2.xRbbQg0mAwj
................................jQxGCgsC1.2........Y.xU.................y.2...wD
...Uz6....E1..../Q.1/.....Uwd...V/...2E4.....g8cbW7BoEpD/Q........U30dkpXm1....U
z.U0LDGD12../.UNaNaNaNawz........6/EBnAnAnAnUz1...........U0.....y1...sD...../..
.z1...kDFrNNylBLRwfXNXTcqu/Jz4MT/XeDf1ijRUfBiv1wkvvXFYeqniwqy4CZ3oxfnEpDN6S//2a5
IxvU21MAnAK5zcjJ299dw.jjU.....2n/...8/........sD/6....sD..G.....................
.............oAnAt1...sD....zw1.........................................8....k1.
.....Ksulz1.......kz.wzzz1.U..6......w0...EB....m....c3...UE....6/...Y3.....SFj2
...U.W1KECnlciMaImepzTAe906.1c..zzzz..EizccZWGyD6EdGkxmWcz1...........k.I.kXWF1.
.UNAT2kY6z1.3yuedc8tz.........../6U0.YnFP/..fjrwdvgqzs/Fbf24LNyD..........E.2c..
zzzz.................................2./8.kzzzD............8....................
J6.2yzjjx/..p6CYHHStz0.LKf9SaAxj..jwvqyLU.A..wjoG1.E./2EJYEe4LD../2E.pa2U08c..2E
./IRP.8cU0.E./2EPEmzTz9../2E.dPBU08c..2E./oS4/8cU0.E./2EaNZjHXD../2E.NlNU08c..2E
./ouslfrS1.E./2E...cU08czz/cU08cyz1cU08cxz3cU08c................................
E....AU2V2k.....I.........kLdtaRXZ5Pdt4NmZqMVl4......................c..........
...................6./........zj................................................
................................................................................
.....................2.....3....2....wZQZBKOk7rPX34PMBXM........................
KM/..................2LD8QxckJyDlpX0LD8QZz1........wz.........zD........Uz1.....
................................................................................
................................/....E/....1....HZKNm/5GdlaMZ75R................
................4MU/4MU/........BnAnAnAnB.2.......UwzAnAnAnAnAvD........kz1.....
...................................................................../........zD
............................................}
{Titel: Hal-Tenny-Resistance}

  • Listening to: the wind blow
  • Reading: The Second Ship
  • Watching: Sleepy Hollow, The News Room
  • Playing: Minecraft, Myst
  • Eating: candy
  • Drinking: Coffee

Second Annual Mandelbulb3D Teaser Winners

Journal Entry: Fri Jan 9, 2015, 6:42 AM
Below are the results (and a feature of the winners) of the Second Annual Mandelbulb 3D Teasers :iconmandelbulb3dteasers: challenge.

We would like to thank all those who participate for their hard work --- hopefully fun --- and continued support. And a huge thanks to Lux ( LaxmiJayaraj ) as she carries most of the burden in keeping the group running smoothly!

This month, the three admins each provided a different challenge with their own set of rules and the admins judged the entries instead of the normal voting system.

Their winning entry will be first and then a few other pieces from their galleries. And the winners are:

For
Lux's challenge ( LaxmiJayaraj ):

1st place: :iconjost1:

Fountain by jost1  Subconsciousness Distillery LTD II by jost1  ancient interior by jost1  dinosaur's landing by jost1  summer in Mordor by jost1

2nd place: :iconrecycledrelatives: Morphing Flower for Lux by recycledrelatives

Light In The Darkness -- Pong 67 by recycledrelatives  Essence of Art by recycledrelatives  Autumn Transition by recycledrelatives   White Flower by recycledrelatives

3rd place: :iconsabine62: Lux' Teaser: Roll along by Sabine62

Closing Time - Pong200 by Sabine62  Grid - Pong184 by Sabine62  Rotbox1 by Sabine62


For Tim's challenge ( timemit )

1st place: :iconsabine62: Tim's Teaser - Morning over the Loch by Sabine62

Good Morning by Sabine62  Legs by Sabine62  It's a beautiful day - Pong150 by Sabine62   Bring Your Own Tree by Sabine62   Right there in the middle by Sabine62

2nd place: :iconbezo97: Tim's challenge by bezo97

#532 [tweak] by bezo97  Jolly Rancher by bezo97  #493 by bezo97   Celestial Kingdom by bezo97

3rd place: :icontopas2012: 2nd anual teasers Tim's chalenge - Alien Activity by Topas2012

Organized sequence by Topas2012  Alien - new avatar:) by Topas2012  ET WORLDz for you by Topas2012

For Hal's challenge ( HalTenny )

1st place: :icongannjondal: Germing Trees by gannjondal

Winter Nest by gannjondal  The Lampion Tree by gannjondal  Go the Way of Roots by gannjondal  Feelers Lost their Colors by gannjondal  Bubbylonia Rises by gannjondal

2nd place: :iconswoopswatkill: Tenny's Tertiary Terrian by Swoopswatkill

Blue Autumn by Swoopswatkill  Catepillar Crochet by Swoopswatkill  Fovea Focus Fleeting by Swoopswatkill   Obsidian Ornamentation by Swoopswatkill

3rd place: :iconsabine62: Hal's Teaser - Mute by Sabine62

Benoits warehouse by Sabine62  Facade detail by Sabine62  Flaps by Sabine62


And once again, thanks to all that participate in the Teaser challenges and make the group a success!

:iconlaxmijayaraj:Lux :iconhaltenny: Hal, :icontimemit:Tim

  • Listening to: the wind blow
  • Reading: The Second Ship
  • Watching: Sleepy Hollow, The News Room
  • Playing: Minecraft, Myst
  • Eating: candy
  • Drinking: Coffee